[i][center]"In this tale, we explore the tragedy of competition." "The tragedy of having difference. The tragedy of lacking difference." "We love our fellow countrymen, deride those of other lands, learn wisdom, spread ignorance, foster grudges, are incited by misunderstandings, relish prejudice, savor persecution, and feel pity." "And for this, we pray." "We pray that there may never be another war."[/center][/i] [hr] Hi everyone! So, this is for a roleplay centered around the world of Fate/Stay Night and Fate/Zero, where seven heroes from ages past are summoned by seven mages, to fight a battle royale for control of the Holy Grail. Instead of the Fourth Holy Grail War (Fate/Zero) or the fifth (Fate/Stay Night), this is an alternate version of the third! The RP will take place in 1939, one week before Poland is invaded by the German Reich and hostilities commence. The setting will be Fuyuki (the same as in Zero and Stay Night), and there will be two teams, the Japanese team and the German team, fighting for the Holy Grail. The Japanese team has its equivalent of the Mage's Association backing it, while the German team has the Thule Society (and maybe a little bit from Ahnenerbe). The Church is impartial during this war, and has a moderator present, Risei Kotomine. This is the first time the Church has moderated, so both teams will probably be a little hostile to priests interfering in magus matters. Something a bit unique about this roleplay is that the Master "roles" are fixed. That doesn't mean you're playing canon Masters, but instead you make a character for your chosen roles! For instance, the Japanese side's roles are the Tohsaka family, Matou family, Einzbern family (which can summon Ruler or Avenger Servants if you want), and a member of the Imperial Japanese military, so we'll need one of each to fill out the Japanese side! For the German side, it will be two Edelfelts (who summon "the same Servant twice", like having two King Arthurs), a member of the SS, and a member of the Thule Society. I'll be writing up the descriptions for those Master roles soon to explain their little nuances (for instance, the Einzbern character will be a homunculus), but if you're really interested in one or two in particular, let me know and I can explain it right now so you can start on coming up with ideas! Servants don't have those sorts of specific roles, so just stick to the normal seven classes and make whatever you want! I'll get a banlist for really strong Servants and a few other things up soon if we have enough interest. Also, like I said, the Einzbern can summon Ruler or Avenger, but if you want to make one of those, please check with whoever's making the Einzbern character that they're okay with whatever you're making first! I'd really hate for someone to make a sheet and then all their effort gets wasted because the Einzbern player prefers someone else. You can have up to two characters, but both characters need to belong to the same faction (I'll be making some private chats for talking about tactics for each team, so we want to keep that fair!), and unless you're doing the Edelfelts, one will need to be a Servant and one will need to be a Master. You can partner with yourself, but I'd really really really prefer you don't, for the sake of character interaction! Something I think will be fun is that there's going to be imbalance in classes. So as an example, it's possible for the German team to have the three Knight Classes (one of them being summoned twice because of the Edelfelts) while the Japanese faction has the four Cavalry Classes, so the teams will have super-different styles and strategies! If you've got any questions, ask away! Otherwise, if you're interested in joining then definitely let me know. Below are tentative versions of the CSs that may get changed between now and the OOC getting put up, to help you in making whatever you want to do preliminarily. [hider=Master CS] Name/Nickname/Titles: Gender: Age: Personality: Appearance: Biography: Family History (if applicable): If the character comes from a magus family with a notable history, jot it down here. Otherwise, just remove this. Origin: The basis of your existence. Shirou Emiya's Origin of "Sword" and Souren Araya's Origin of "Stillness" are examples. Elemental Affinity: Dual elements and Average Ones are fine, but rare. If your Elemental Affinity is not one of the Great Five Elements, you cannot have more than one element. Number of Magic Circuits: Self-explanatory. E-A. No modifiers. Quality of Magic Circuits: The amount of magical energy each single circuit can sustain. E-A. No modifiers. Od: How much magical energy you can store in your body. E-A. No modifiers. Magecraft: Magecraft and magecraft-related abilities/characteristics go here. If something isn't here, it's assumed your magus doesn't know it. The exception will be that every Master is assumed to know "general magecraft" such as fixing broken glass, making a basic bounded field, and locking doors. Equipment: Mystic Codes (magic equipment) as well as mundane stuff. Skills: Anything they can do that the general populace can't.[/hider] [hider=Servant CS] Name: Class: Gender: Appearance: Alignment: Personality: History: Mainly for flavor or to clarify how your version of them lived in the case of conflicting legends. Optional if everything in their history that you're using is on a wikipedia page or something. Weapon: Whatever they're summoned with. This should include things like Medusa's pegasus that they can innately summon as well. Parameters: STR: Damage one can deal. CON: Damage one can take, ergo how much HP one has. AGI: Dexterity or reaction time. MGI: How much prana one can handle. LCK: Ability to defy fate. Class Skills: For all skills your class has. Please do not just put name and rank. Give an explanation of what it does. Also, it's worth noting that we're not using the Grand Order system here where things like Divinity are Class Skills and Magic Resistance counts as a Class Skill for, say, an Assassin. Keep that in Personal Skills. Personal Skills: Certain abilities a Heroic Spirit may have, such as Charisma, Artistic Talent, etc. Keep close to the legend; modifiers are temporary rank ups, not a rating of how good it is. Limit of four. Noble Phantasm(s): Limit of two, but please don't make a second one if it's blatant wank. Name: Title: Stuff like Excalibur's "Sword of Promised Victory", the kanji. Rank: E-EX. Plus modifiers are possible, but specify if they're temporary rank ups, or an indication of raw power. NP Type: Anti-Unit, Anti-Army, Anti-Fortress, Anti-Mind, Anti-Evil, Anti-Gate, Anti-World, Anti-Team, Anti-Divine, Barrier, and so on. Range: 1 is minimum, 99 is maximum. Format is usually something like 2-50, that's Via Expugnatio and Bellerophon's range. Maximum Number of Targets: 1 to 1000. The format is usually a single number. This may get weird depending on your classification. Description: Effect of the Noble Phantasm. [/hider] [hider=Master Roles] Due to the circumstances of the war, certain aspects about Masters are predetermined. These are as follows. A player can make both a Master and a Servant; however, both characters must belong to the same faction. In the case of the Edelfelt Masters and Servants, one player can make both Edelfelt Masters or play both Edelfelt Servants, but in this case, that is treated as filling both of their slots. There will necessarily be imbalance in Servant classes due to the structure of this roleplay. For instance, it’s entirely possible for the German Faction to have the three Knight Classes while the Japanese faction has the four Cavalry Classes. It’s recommended you consider what others are doing as well during the application process. The German Faction has the option of summoning their Servants in Germany before coming to Fuyuki. [center][u][b]Japanese Faction[/b][/u][/center] [b]Imperial Japanese Army:[/b] A member of the IJA dispatched to aid the Founding Families in their defense of the Holy Grail. This individual will receive orders from the higher-ups, as well as mission assignments, making them the de juro “faction leader” in some regard. They have been provided with a replica of the Yasakani no Magatama, one of Japan’s three Imperial Regalia, for this assignment. The exact abilities of this are known only to the Japanese faction. [b]Matou:[/b] Formerly known as Makiri. After the death of the family head and hero of the Matou, Zolgen, in the events of the Second Holy Grail War, this character became acting head. The Matou are familiar-users whose magecraft revolves around the use of insects. Their attribute is Absorption, which is related to Energy Drain, but has the original concept of “to take something into oneself”. All Matou magecraft is something that will ultimately return to the user; as such, use of curses is impossible. Elemental Affinity is fixed as Water. The Matou character possesses 10% of the worms that belonged to the late head. As they are a family in the midst of decline, Magic Circuits will be acceptable, but not outstanding. [b]Einzbern:[/b] In truth, not a family, but rather a factory of homunculi designed by the disciples of the Third Magician, all of whom have since died or abandoned the cause of their teacher. They are the greatest creators of homunculi in the world today. Magic Circuits will vary depending on what a given homunculus is made for, such as magecraft as opposed to physical combat. The Einzbern character possesses access to the Einzbern castle and the homunculi within. The goal of Einzbern is to rediscover the Third, and through it, save the world. After two consecutive failures, Einzbern has become desperate. The miracle must be realized. Humanity must be saved. The Einzbern character thus has the option of summoning a Servant bearing the class of ■■■■■ or ■■■■■■■. [b]Tohsaka:[/b] Either a member of the Tohsaka family or a representative chosen to fight for them. The former is more constrained, but the latter lacks knowledge of the Holy Grail that the Einzbern and Matou participants possess. If a Tohsaka is chosen, Magic Circuits will be subpar. Tohsakas specialize in Conversion, a notable example of this being the jewel magecraft used by Rin Tohsaka. Proficiency in martial arts may also be expected, as the former family head, Nagato Tohsaka, attempted to reach the Root through such. [center][u][b]German Faction[/b][/u][/center] [b]SS-VT:[/b] A member of the combat troop used separately from the police and Wehrmacht, dispatched in order to supervise this assignment and ensure that Thule is able to obtain the Holy Grail. This individual will receive orders from the higher-ups, as well as mission assignments, making them the de juro “faction leader” in some regard. [b]Edelfelt:[/b] A notorious and powerful Finnish lineage that came into power during the Renaissance. They involved themselves in the Holy Grail War out of a desire to pillage Fuyuki for all it was worth. In truth, they have no allegiance to the German faction or its views, but are merely cooperating with them on the surface since their goals (robbing Fuyuki blind) align. They can undoubtedly be called first-class as magi, bearing the attribute of Conversion as the Tohsakas do, as well as being experts in Scandinavian curses. There are two Edelfelt Masters in this war, twins. As a result of their Sorcery Trait, Ore Scales, which allows the Edelfelt Crest to be passed on to two children, these twins are counted as a “single Master”. They summon the same Servant in the same class, but with different aspects emphasized. For instance, were they to summon Gilgamesh as Archer, then one twin would summon an Archer Gilgamesh with “his capacity as a king exhibited”, while another would summon Archer Gilgamesh with “his capacity as a warrior exhibited”. [b]Thule Society:[/b] Representative sent by the Thule Society, the group that is the one aiming for the Holy Grail, and which roped the military into this. Actual involvement with the political side of things can be as high or as low as is desired. While the German organization possesses ties to its equivalent in the Sea of Estray, the latter is utterly unrelated to the matter of the Second World War. It is better to consider the German organization as a spinoff that is off doing its own thing. The most knowledgeable among the German faction about the Holy Grail. Magecraft revolves around the projects of the Thule Society. They have been provided with a flying mode of transport (“UFO”) powered by an experimental energy known as Vril. The exact abilities of this are known only to the German faction. [/hider]